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Wraithlord Mobility

 Post subject: Wraithlord Mobility
PostPosted: Tue Feb 24, 2015 1:02 am 
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Just curious how people get their wraithlords into the thick of it. I'm flirting with the idea of using a big blob of guardians, wraithguard, and wraithlords but ultimately it is the wraithlords that seem to limit what I can do at least mobility wise.

I assume it's either wraithgates, storm serpents, or hoofing it but I'm having a hard time figuring out what may or may not be effective. A wraithgate puts you at the mercy of your oponent in a lot of ways. Storm serpents themselves seem like they would be very vulnerable, especially to pin-point attacks, plus they can potentially be boxed in with scouts, undesirable targets, etc. On top of that you likely shouldn't just get one which means you are investing almost a full 1K points into a super-formation that will essentially only engage once a turn (that's a lot of eggs in one basket :tut ). Finally walking seems like you would never be able to get into assault range, at least not offensively.

So in a nutshell how do you guys like to use your wraithlords offensively? Or should I be approaching this differently?


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 Post subject: Re: Wraithlord Mobility
PostPosted: Tue Feb 24, 2015 11:37 am 
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You describe the conundrum well, on top of which there are discussions over limiting the Vampire transport ability which has similar effects on large WraithGuard formations. The simple answer is that you probably need to revise your strategy to fit these restrictions. This in turn becomes an exercise in placing objectives in sensible places to fit the strategic theme of your army.

Infantry formations on foot can contest the opposing blitz, but they have to start opposite it and must march at least once in the three turns, most likely twice or more if they have to deviate (to gain cover). However, they can contest T&H objectives much more easily, and can also fight whilst doing this. The standard tactic to oppose a slow (infantry) army is to spread the T&H objectives (often to each side of the table). So you need to anticipate this in the placement of your own T&H objectives.

You can also strengthen your strategy by having several themes; eg. if you replace your Blitz with the 'Gate, this means that your webway formation(s) can adopt a more defensive posture should all your SS be destroyed.
Equally it may just possibly be sensible to field three SS in two formations, allowing the potential to use the Eldar triple move to deploy the SS pair, and then have two formations enter the table. The other question is which formations to keep off-table, and what their tactical role should be.

One of the main dangers of the SS is over-commitment; it is very tempting to use this tactic early in the turn before the enemy destroy the SS, but doing this puts two or more formations in a location where they can be destroyed by the remaining enemy activations - so pick your target location wisely, preferably on one or other flank (near your T&H objectives . . . ;) ). You may also want to consider a vampire or two to transport further support to the SS location, or have high speed formations that can be doubled / marched over.

These are the kind of considerations that impact the intended strategy of your army, which in turn need to be taken into account when building the army.


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 Post subject: Re: Wraithlord Mobility
PostPosted: Tue Feb 24, 2015 4:02 pm 
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Thanks for the excellent feedback ginger. It looks like you really need to think ahead a few turns if footslogging. The idea of waiting a few activations sounds similar to how marines might use T-hawks (especially with ulthwe's SR:5). Wait a few activations and then assault at the end of the turn, hopefully going first the next turn to immediately assault again.

Will definitely have to give it more thought. Thanks again! :)


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 Post subject: Re: Wraithlord Mobility
PostPosted: Tue Feb 24, 2015 4:53 pm 
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There are two main issues with SS; their vulnerability (especially to pin-point space attacks), and the Eldar 2+ initiative. Having redundancy, especially the 50 point WraithGate, and good positioning are the answers to the first issue, Aspects with the Autarch for the SC reroll is a partial answer to the second.

Timing is obviously key as well. Yes you can delay the movement of the SS to mid-turn, but much depends on the location and activation timing of both your opponents and your own formations. The Eldar work best when they can achieve significant assaults (eg a Warhost that is supported by 1+ others nearby), and especially if you can engineer a rolling assault, attacking two or better three targets, with the winners of each assault consolidating to support the next. If you can successfully deploy a SS pair in the right place, your reinforced Guardian formation can win the first assault, and you can then use the second retain to initiate another assaut supported by the Guardians - but this is not easy to achieve and you also need a bit of luck . . . ;)


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 Post subject: Re: Wraithlord Mobility
PostPosted: Sun Mar 22, 2015 2:53 pm 
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The wraithguard & wraithlord guardians unit is hard as nails and as ginger days can be great for rolling assaults. The other advantage is that of you do start on the board you can use the wraithlords to provide vehicle cover saves and modifiers for the infantry meaning you don't always have to cover hop. IMO if you're going to use it got want as many options as possible which means storm serpent, gate and vampire with aspects. The other thing to say is that it can be a great support fire unit and can double out of a gate and drop some bms on a unit, especially one with vehicles (9 macro/lance shots)

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 Post subject: Re: Wraithlord Mobility
PostPosted: Thu Apr 23, 2015 12:11 am 
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Interesting formation. Although strikes me as a lot of eggs in one basket. Bet it packs a punch though when it gets there.

I haven't really looked into SS much yet or Wriathgates for that matter.

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